PDA

View Full Version : Bazaar building


Echnaton
08-07-2004, 04:45 PM
Dunno if someone suggested this already, but what about a bazaar building?

Suggested features:

1. Alternative to a warehouse
2. Every day or on certain days, a producer (weaver, farmer etc.) sells his products there and citizens come to watch - nice eye candy ;).
3. Bazaars (like warehouses) are a important spot for your transportation network. All you need to build up something (limited capacities) could come from here.
4. Bazaars could attract foreign traders and increase trading and economy connections. Via selecting a bazaar you could import goods maybe.

Bizkit
08-07-2004, 05:51 PM
1. From what I read, there will be no more warehouses/granaries/mills, you name it. The bazaar could only store products that are bought for direct use (jewelry, perfume), not raw materials.
2. I guess there will be some sort of market, where the citizens do their 'shopping'. The nice thing about a bazaar is that it's more than a market.. Just imagine those crowded oriental bazaars, with the loud voices of merchants trying to sell their products, pick-pockets and why not, monkeys. :p People entering or exiting the bazaar could have thoughts like "I wonder if they still have that Phaenician perfume..", "How could these earrings cost so much?! I should go tell the guards." "Oh my.. What a necklace! Too bad I can't afford it..", "Tell your monkey to get off my head! Aaargh!"; "Guards! Guards! That man just stole my lucky Isis bracelet!"; nobles : "I'm not setting foot in that place, I'll just send my servants.. Well, I'm agoraphobic, you know!", "Don't look at me, I'm not buying your cheap wares"; guards: "Hey, you, with the pot! Hands up! *pot breaking sound*" Well.. just to give you an idea. :p
3. Err... no.
4. Bazaars could attract foreign traders, but I find it higly unlikely that the Pharaoh would import supplies in a bazaar. :D

Keith
08-07-2004, 11:00 PM
Like he said, no bazaars. Each merchant will essentially sell out of his combined home/shop. There will be designated drop off points for cargo ships and probably for caravans. Read through some of the old posts much of what you have posted about has already been discussed and answered.

Wen Kha-Ne
08-08-2004, 01:56 AM
It would be a nice touch but as Bizkit says there isn't one. There are family businesses, but that is about as close as you can get. ;)

Bizkit
08-08-2004, 01:58 AM
There's something I don't understand. Does the player.. err.. *cough*.. Pharaoh have complete control over all the products in the city? In ancient Egypt, could he just send the work of his craftsmen as a sign of good will to some distant kingdom, when that's the craftsman's only way of feeding his family? Or did (if you say there was no currency) all the producers give a certain percent of they work to the Pharaoh to do as he pleases with it? If so, the need for state storage areas appears. I don't think the Pharaoh would have kept his collected taxes at the side of the road. They must have had some kind of small warehouse-type facilities.
And about the disappearance of the market.. Well, I can come to terms with the tragic death of the peddler, amen. :p But I think bazaars and markets are as old as human civilization itself. Why should a wife go to the potters' neighborhood, in the other end of the city, to buy pots when she could go to a central bazaar? One or two potters could sell their stuff there, while the rest (who didn't give enough bribe to get a cosy stand in the bazaar) still sell it at home. Plus, those noisy and crowded bazaars would add a bit of flavour to the game.
I think warehouses and markets should always exist in CB's, in one form or another..

Keith
08-08-2004, 02:51 AM
The people in this game are supposed to be self-reliant to greater degree than we have seen before. They will pretty much do what they need to do to survive. As Pharaoh, you can probably determine what you import and export, but it doesn't sound like you will have direct control over the local resources. If a potter needs more clay he'll go out and get it himself, or his family will. This won't be like Pharaoh where you have clay stored in a storage yard and delivered to the potter.

wodinoneeye
08-10-2004, 08:19 AM
The people in this game are supposed to be self-reliant to greater degree than we have seen before. They will pretty much do what they need to do to survive. As Pharaoh, you can probably determine what you import and export, but it doesn't sound like you will have direct control over the local resources. If a potter needs more clay he'll go out and get it himself, or his family will. This won't be like Pharaoh where you have clay stored in a storage yard and delivered to the potter.

The control of supply IS the essence of a civilization. Specialization required
storage and distribution of goods to alot of people who produce only one thing.
At minimum there has to be a central grain supply ....
Control of commodities was a source of power.

Miut
08-10-2004, 03:54 PM
Int he New Kingdom, the temples owned more land, and thus grain, than Pharaoh. ;)

It's already been said by Keith and others if you Search for it - There are temple grain silos for temple workers, government ones for supplying the bakeries for government workers, small silos on roof tops of some of the farm worker houses, and private estates with their own farms had their own silos.

This also reflects the reality of ancient Egypt.

http://www.sff.net/people/lisanne/Viking/images/Miut.gif

Keith
08-10-2004, 04:20 PM
The control of supply IS the essence of a civilization. Specialization required
storage and distribution of goods to alot of people who produce only one thing.
At minimum there has to be a central grain supply ....
Control of commodities was a source of power.
As Miut mentioned there will be temple granaries/silos, however there will be no individual granary buildings as in Pharaoh. The developers have been telling us rather subtly that we are going to have to pretty much forget what we have learned from games in the past. Chris Beatrice new Designer Insight article "Bucking Tradition" pretty much confirms that.

There will be a exchange (area/building) where raw materials can be stored for pickup by sculptors, etc. I've only seen mention of the term exchange in the singular form so it is unclear if we will allowed have more than one of these in our city.

Essentially, you are going to have to some urban planning making sure that all artisans, have access to raw materials and other items required such as common or luxury goods. Because they will have to fetch these needed items on their own.
http://members.aol.com/dheitm8612/horus2.gif
Keith Heitmann (mailto:dheitm8612@aol.com) a.k.a Nuthin-in-khamun
Listen to the music of the CityBuilders while online:
Caesar III Music Player (http://www.geocities.com/kheitmann1/C3Player.htm)•Pharaoh Music Jukebox (http://members.aol.com/dheitm8612/java/pharaoh.htm)•Zeus Music Jukebox (http://members.aol.com/dheitm8612/java/Zeus.htm)•Emperor's Music Box (http://members.aol.com/dheitm8612/java/erotmk.htm)•Children of the Nile Musicbox (http://members.aol.com/dheitm8612/java/cotn/cotn.htm)•
Children of the Nile & Quiz (http://panzerblitz.proboards9.com/index.cgi#test)

wodinoneeye
08-13-2004, 09:10 AM
As Miut mentioned there will be temple granaries/silos, however there will be no individual granary buildings as in Pharaoh. The developers have been telling us rather subtly that we are going to have to pretty much forget what we have learned from games in the past. Chris Beatrice new Designer Insight article "Bucking Tradition" pretty much confirms that.

There will be a exchange (area/building) where raw materials can be stored for pickup by sculptors, etc. I've only seen mention of the term exchange in the singular form so it is unclear if we will allowed have more than one of these in our city.

Essentially, you are going to have to some urban planning making sure that all artisans, have access to raw materials and other items required such as common or luxury goods. Because they will have to fetch these needed items on their own.



If they have only one 'exchange' then either: they get big supply shipments delivered to them from one centralized site (they better have hordes of cartmen for that) Or the artisans will be spending an awful lot of their time walking back and forth. (if they just abstract it, wouldnt that be kind of getting away from the 'living city' idea they are shooting for??)